The Effect of the Gamification of Software on the Amount of User Engagement In Social Media Software in Humans

Author(s)

Ethan HoFollow

School Name

Spring Valley High School

Grade Level

10th Grade

Presentation Topic

Sociology

Presentation Type

Non-Mentored

Abstract

One growing addiction that has many effects on the world is the addiction to social media. This addiction exists in many people and comes with many dangers. The purpose of this study was to identify a way to reduce the amount of time spent on social media, more specifically if people are informed of the amount of time they spend on social media,could this affect the amount of time they will spend on social media. It was hypothesized that an intervention would cause the amount of time social media users spend on social media to decrease. The participants, all sophomores, were pulled from two sophomore classes and the amount of time spent was measured in hours. A one sample t-test (t(29) = -0.1, p = 0.919) was run to identify the significance of the difference in hours spent before and after the intervention. According to the results, the hypothesis was not supported. The p-value from the t-test is greater than the alpha value (ɑ = 0.05) meaning that the data were insignificant. Also, the study shows that gamified changes to software does not always produce an increase in user engagement.

Location

Founders Hall 251 C

Start Date

3-30-2019 9:45 AM

Presentation Format

Oral and Written

Group Project

No

COinS
 
Mar 30th, 9:45 AM

The Effect of the Gamification of Software on the Amount of User Engagement In Social Media Software in Humans

Founders Hall 251 C

One growing addiction that has many effects on the world is the addiction to social media. This addiction exists in many people and comes with many dangers. The purpose of this study was to identify a way to reduce the amount of time spent on social media, more specifically if people are informed of the amount of time they spend on social media,could this affect the amount of time they will spend on social media. It was hypothesized that an intervention would cause the amount of time social media users spend on social media to decrease. The participants, all sophomores, were pulled from two sophomore classes and the amount of time spent was measured in hours. A one sample t-test (t(29) = -0.1, p = 0.919) was run to identify the significance of the difference in hours spent before and after the intervention. According to the results, the hypothesis was not supported. The p-value from the t-test is greater than the alpha value (ɑ = 0.05) meaning that the data were insignificant. Also, the study shows that gamified changes to software does not always produce an increase in user engagement.